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[RELEASE] Nevada

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Yeah, I'm sure there are some pretty serious and persistent bugs in that room. I've tried it again a couple of times, and gotten fairly odd and inconsistent results. Sometimes the final door opens with only one button pressed, sometimes it takes two, sometimes all three. The third door with the cube in it sometimes opens with the button next to it, sometimes requires all three buttons. I've attached some screenshots to demonstrate.

Image Image Image

first is normal. second and third are really strange :| it never happened before. the room with the cube needs all three buttons (supposed to :wink:)

Honestly, I wasn't even certain whether that door to the left in the first pic was supposed to open when the button next to it was held down, or if it required all three buttons, like the final door. It makes more sense if you need to stand on the third button and use a portal. But the first time through I was able to just walk in and pick up the cube.

1st button = chemicals door.
2nd button = hazard door
all buttons = cube door, exit door

the cake room door wouldn't open for me, i tried breaking the door open with the rockets, but as soon as the rocket got anywhere near the portal it would close itself. I tried setting of a trigger, i even noclipped into the room to set off a trigger but still nothing, so, i ended up deleting the doors :

This was a fail. I'm making a note here, huge facepalm. It's hard to overstate my disappointment.

i do the same thing alot?. the reason why the portal closed is because you touch the fizzler xD

This may be a bit late but anway...

If you want to have the water change then make 2 func_brushes.

One of these has the posinous texture and the other has a normal water texture, the poisonious one should be enabled and the normal should be disabled. Now, once the chemicals have been put into the posionous liquid have it so that the posionous one become disabled and the normal water one becomes enabled.

And thats should be your interchanging water.

Edit: Now here's a lesson that every mapper should learn before they start mapping.

When you create a light source go into its properties and set the constant option to "200,000" this will make it so that areas are neither overbright or underbright.

Now, for something more portal related:

The standard colour for all portal chambers is "183 204 218"

For BTS areas, buttons and box dropper parts the colour used is "251 159 57"

Now, if you ever forget this, i will murder you.The amount of people i see don't do this is really, really annoying

Red Cube, Blue Cube, Green Cube
Grey Button, Blue Button, Green Button

first of all.. ill try to do that. SOMEONE told me that you cant disable a brush.. next thanks for those light things. ill use those :)

Kayaia wrote:
When you create a light source go into its properties and set the constant option to "200,000"

Are you using the American punctuation on that one? If so, the European would be 200.000, right?

I only want to be sure, since I have used dots and comma's the European way since I was born, and I don't want you to murder me. It would be pity for you since it will be on your CV.

It's one of those weird things Europeans do: using dots and commas the right... eeuh, wrong way.

Image

"Duct Tape is the answer."
Ricotez wrote:
using dots and commas the wrong way.

well its either two-hundred-thousand, or two-hundred. you could try both, if it was SUPPOSED to be 200, and you put two-hundred-thousand, i'm sure you'll see the difference soon

do NOT click this
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